Weapon |
Small bomb (e.g. landmine, pipe)
1D6+2 DAMAGE |
---|---|
Skin | Etched equations Exposed electronics Faintly hums |
Tags |
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon.
CURSED
Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack. |
Generate weapons
Weapon |
Machine Pistol
1D6 DAMAGE |
---|---|
Skin | Lisa Frank stickers |
Tags |
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
REMOTE
Projectiles (or the weapon itself) can be remotely steered through chutes and around walls.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion. |
Weapon |
Heavy machine gun
1D6+2 DAMAGE |
---|---|
Skin | Dragon decals |
Tags |
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies. |
Weapon |
Energy blade (e.g. beam, magic)
1D6+2 DAMAGE |
---|---|
Skin | Topographic texture |
Tags |
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.
POISONED
When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.) |
Weapon |
Hand cannon
1D6+1 DAMAGE |
---|---|
Skin | Gang paint job |
Tags |
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
TRANQUILIZER
As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.)
MEDICAL
Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. |
Weapon |
Heavy misc. (e.g. railgun, laser)
1D6+2 DAMAGE |
---|---|
Skin | Atomic purple |
Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water. |
Weapon |
Hand cannon
1D6+1 DAMAGE |
---|---|
Skin | Fungal growths |
Tags |
MESSY
Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.
UNSTABLE
Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit. |
Weapon |
Large axe
1D6+1 DAMAGE |
---|---|
Skin | Pure hard light |
Tags |
DUMMY
Appears to be a weapon, but is actually another mundane item of your choice (e.g. gun lighter, fake sword with a hidden compartment).
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
LOUD
Attacks with this weapon draw the undivided attention of enemies within earshot (and instantly reveal your position). |
Weapon |
Heavy hand (knuckle dusters, etc.)
1D6 DAMAGE |
---|---|
Skin | Ideological symbols Illuminated with mythic art Impossible serial number Incense smell |
Tags |
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
COLLAPSIBLE
Easily concealed, no matter the size; will never be detected during pat-downs.
ACCURATE
Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. |
Weapon |
Large blade (combat knife, axe, etc.)
1D6 DAMAGE |
---|---|
Skin | Gang paint job |
Tags |
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
NON-LETHAL
Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion. |